* General proofreading for grammar and spelling
* General formatting
* Addition of appropriate literals where appropriate, i.e. `&"foo"` for `StringName` cases and `^"foo/bar"` for `NodePath` cases
- Make 3D lights with shadows darker when using Compatibility to better
match the appearance of Forward+/Mobile, due to the use of sRGB blending
for those lights.
- Silence some warnings when running projects with the Compatibility
rendering method, such as the one about 2D MSAA not being supported.
- Rebake lightmaps in Global Illumination to improve quality and reduce
light leaking with improvements from 4.3.
- Increase probe density for dynamic objects, and mark the moving box
as a dynamic object for GI purposes.
This is done to improve the experience with the web-based demos,
which always run with the Compatibility rendering method.
3.x -> 4.x:
`font_color_shadow` -> `font_shadow_color`
`font_color_selected` -> `font_selected_color`
`hseparation` -> `h_separation`
`vseparation` -> `v_separation`
`shadow_as_outline` -> `shadow_outline_size`
`panelf` and `panelnc` were removed in 3.2, as the options were never used.
See: godotengine/godot#28639
`font_color_shadow` is not a property of ProgressBar's theme, and there
doesn't seem to be an equivalent. The term "shadow" does not appear in any of:
{scene/{gui/{progress_bar,range,control},main/{canvas_item,node}},core/object/object}.{cpp,h}
This leads to code that is easier to understand and runs
faster thanks to GDScript's typed instructions.
The untyped declaration warning is now enabled on all projects
where type hints were added. All projects currently run without
any untyped declration warnings.
Dodge the Creeps and Squash the Creeps demos intentionally don't
use type hints to match the documentation, where type hints haven't
been adopted yet (given its beginner focus).
- Move all demo projects that don't require Forward+/Mobile-only features
to the Compatibility rendering method. This improves performance significantly
on low-end devices and ensures visuals are identical to a web export
of the demo.
- Set deadzone on all inputs to 0.2 for better gamepad usability.
- Remove reliance on `default_env.tres` to use built-in Environment
resources in the main scene instead (which follows the preview environment
workflow).
- Remove notices pointing to GDNative or VisualScript, since both were
removed in 4.0.
- Various bug fixes and usability tweaks to 10+ demos.
* Remove unnecessary use of `self`
* Connect to signals directly over `connect("name")`
* Use `call_deferred` on callables over `call_deferred("name"))`
* Emit signals directly over `emit_signal("name"...)`
All demos were opened with Godot 4.2.1, with the mesh format
upgraded for 3D demos.
The 3D antialiasing demo now uses Extra Cull Margin on the last
object to prevent it from disappearing too early when the camera
rotates (due to its use of shader-based animation).
- Add a Tree example.
- Add more tabs to make tab scroll buttons visible.
- Use default project font, which is now a DynamicFont in Godot 4.0.
- Make splitters thinner but have a larger draggable area,
thanks to the new Minimum Grab Thickness theme item.
- Tweak background color to be more visually pleasant.
- Use Compatibility backend to maximize performance and compatibility.
- Disable V-Sync to reduce input lag (while keeping low-processor mode).
Fixes some of the icons mentioned in #722.
Not sure if they are good enough or not, I'm not an artist in any way.
Changed Icons:
- 2D physics;
- 3D physics;
- Audio device changer;
- Audio mic record;
- GUI Control gallery;
- GUI Pseudo-localization.
Update